Full notes
Full Close Combat: The Bloody First update
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What changed
- Gameplay
- Maps
- Fixes
- UI and audio
Close Combat: The Bloody First changes
Close Combat The Bloody First has been updated to version 1.1.1! This is truly the Big 1 update and it is full of nice additions and improvements.
The most significative element in this update is the introduction of the Map Editor along with a full range of Modding Tools.
The new modding kit allows you to customize single battles, campaigns, scripting custom behaviours for a battle, adding new units and terrain models to the data set using the import tool, and many more additions!
The editor is accessible from the game launcher.
Take a look at the full changelog here below:
Version 1.1.1 Notes
Version 1.1.1
Map Editor Changes: • Press ‘P’ key to toggle cursor terrain and coordinate display. • Mouse over an object and hit PgUp/PgDn to cycle through the possible variations in model / texture. • Better alignment of fences and walls when placing them in a row. • Battle damage type objects (foxhole, gun pit, craters) cannot be created via the editor and no longer show up in the object list. May be implemented in the future. • Fix for mods loading custom maps while using the stock campaign. • Fixed missing default textures on dead cow objects. • Fixed incorrect texture names in data file for low stone wall, low mud wall, high mud wall, and wreck objects. • Fix for mouse handling when Scenario Editor screen is up. • Fix for hang when mouse over exactly overlapping buildings. • Fixes for texture loading and saving.
Content Creator Update • Force Supply Level now updates correctly after each battle. • Force Supply Level on Planning and Briefing screen now displays correct value. • Fixed case where Kasserine Pass operation would not becoming available when it should. • "PLAY " button only displays for Custom Battle or Saved Games lists if you have at least one item in the list.
- MultiplayerClient now shows correct unit status icons for enemy in sight, firing, etc. • Multiplayer: Unit action string now updated correctly on client during a co-op battle. • Multiplayer: Queued orders are displayed correctly on the client. • Multiplayer: Default Defend/Ambush order arcs appear correctly on the client. • A unit's current order line/arcs are no longer displayed while unit is broken or routing. • Tooltips added to the Soldier screen weapon, achievement, and medal icons. • A battle map preview can now be accessed from the Force Selection screen (image in the upper left.)
Fix for bridge not overwritting deep water terrain (Cerisy) • Left click on a live soldier in soldier list centers camera on soldier. • Fix for separated soldier failing to rejoin unit if unit aborted a movement order while soldier was separated. • Game now allows a battle scenario to begin even if battle end conditions are already in effect. • Vehicle kill chance and counter-kill chance now has more influence when choosing a default target. • Soldier walking and crawling speeds now less effected by terrain and slope. • Vehicle pathing and path-following updated. • Vehicles will attempt to keep at least 1m distance from impassable terrain. • Vehicles halt before entering impassable terrain and re-path as necessary. • Drivers now follow unit movement path more closely. • Drivers will adjust vehicle speed more precisely to avoid overshooting a turn. • New game options to control Defend/Ambush arc display and behavior. • Added the keybind "~" (the tilde key) to deselect all units. Remappable to ESC via OPTIONS.TXT. • Fixed potential crash with current unit becoming unselected while queuing orders for that unit. • Added 'Delete File' button on command screen to delete saved games and custom battles. • Unsupported 'Fog' weather option no longer appears as a weather choice in the scenario editor.
Source
Changelog.gg summarizes and formats this update. How we read updates.
